Sight. Sound. Touch. Taste. Scent. These five senses tell us all that we know about the world, about what to fear and what to trust. But what of those who manipulate those senses for their personal gain? Or the others who have a hidden, sixth sense? Surely they must be mighty villains or great heroes.

[hr]

As soon as this post hits the fora, the contest has begun and will continue until midnight, February 14th (PST). Shortly thereafter, a poll will be opened for everyone to vote for their favorite. This poll will last until midnight of the 21st.

Rules
1. You will be creating a unique prestige class, based around the theme of the month. In this case, it is The Senses.

2. The entry must include the PrC name, a table designating the abilities of the PrC on a level-by-level basis, an in-depth denotation of the powers of the class, basic background information, and rules for adaptation. An example character is optional but preferred. Incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition, using standard PrC format. See the "Guide to Homebrewing" thread for more details.

4. Post all entries on this thread. Any comments and discussions will take place on a seperate conversation thread (http://www.giantitp.com/forums/showthread.php?t=31802).

5. One entry per participant.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Abilities that draw on existing material do not violate this rule.

7. No reserving posts. You may post a partially completed Prestige Class, however, and complete it at a later date.

PS: Thanks to VT for the inspiration and the (rather blatant) ripoff. :D

Through channeling of the world of the arcane which lies in the threads of all the universe, mystic eyes may see all which lies where none other can see. Each new level grants new more powerful abilities which allow them greater visual (or better) insight to the world.
Adaptation: This class could very well use psionics in place of arcane magic. Seers could very well do the same job of diviners. Also, the spellcasting prerequisite could be taken away so any class that can cast these spells, say a cleric who would like to take this class.

HD: d4

Requirements
Skills: Spot 4 ranks, Listen 4 ranks, Spellcraft 8 ranks
Feats: Spell-focus (divination)
Arcane Spellcasting: Must be able to cast three spells of the divination school, one of which must be of 3rd level or higher.

Spellcasting: At every level except 5th, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Mystic eye, he must decide to which class he adds the new level for purposes of determining spells per day.

Eldritch Eye(Su): Upon taking your first level of Mystic eye, you must perform a ritual that involves inscribing a mystical eye tattoo on your forhead and somehow permenantly blinding yourself, whether by simple means or even going so far as plucking your eyes out. Once you have been blinded the eye tattoo on your forhead activates, becoming your new ocular organ. Through this eye you use all your class features. The eye tattoo also grants a bonus to spot checks equal to your Mystic Eye level.
This ritual uses materials and foci costing at least 1,000gp. Should the tattoo ever be covered or otherwise blinded you cannot use any of your powers gained by this class, and the same goes for if your normal vision is ever returned.

See Invisibility (Su): At first level, when inscribing the eye tattoo into your head you gain all the benefits of a see invisibility spell. Your eye tattoo now glows with a dim purple light. The caster level is equal to the caster's caster level.

Arcane Sight (Su): At 2nd level, you use your eye tattoo to see magical auras all around you. You gain continual use of the arcane sight spell with a caster level equal to your caster level. Your eye tattoo now glows with a light blue color.

Scrying (Sp): At 3rd level, you gain the ability to open your eye to those not even close to you. By taking a full hour to focus your eye on the cosmos you can use scrying as a spell-like ability at will. You do not need a focus, as your eye acts as a powerful enough mystical force. When the scrying ability is in use the eye turns bright orange.

True Seeing (Su): At 4th level the mystic eye can focus on what lies behind the world seen by normal eyes. He gains the continuous use of the true seeing spell with a caster level of his normal caster level. When this ability is gained the eye glows emerald green.

Greater Blindsense (Su): At 5th level, a Mystic eye gains greater ability to see all around himself to a great distance. He gains blindsense out to 5*His spot modifier feet and through the blindsense he may use all the abilities gained by this class. When using scrying the blindsense of the small scrying device gains blindsense of a maximum of 50 feet. With this ability the eye tattoo glows a brilliant and pure white.

Lord Iames Osari

2007-01-16, 01:39 PM

Master Deceiver
Any being with enough talent and psionic power can learn to decieve the senses of others, but the master deceiver hones this ability to its utmost heights.
Hit Die: d4.

Requirements
Skills: Bluff 8 ranks.
Feats: Power Endowment, Power Penetration.
Powers: Must be able to manifest the power false sensory input.

Weapon and Armor Proficiency: A master deceiver gains no proficiency with any weapons or armor.

Powers Known: At every level, a master deceiver gains additional power points per day and access to new powers as if he had advanced a level in whatever manifesting class he belonged to before entering the prestige class. He does not gain any other benefit that a character would have gained by advancing a level in that class. If the master deceiver had more than one manifesting class before becoming a master deceiver, he must choose to which class he adds the new level of master deceiver for the purpose of determining power points per day, powers known, and manifester level.

Greater False Sensory Input (Ex): Starting at 1st level, it only costs a master deceiver 1 extra power point per additional creature affected when augmenting the false sensory input power.

Fool the Senses (Ex): Starting at 2nd level, a master deceiver can use the false sensory input power to mimic the effects of any illusion spell of 3rd level or below. The effect produced is exactly as the spell mimicked, except that saving throws are as for a 3rd level spell, only creatures that false sensory input can target are affected, and true seeing does not negate the effect. By spending 2 power points, the master deceiver can increase the level of the illusion spells he can mimic by 1 and add +1 to the save DC. At 4th level, this ability improves, allowing the master deceiver to increase the level of the spells he can mimic at a rate of +1 level and +1 to the save DC for every 1 power point he spends. This ability follows all the normal rules for augmenting a power.

Superior False Sensory Input (Ex): Starting at 3rd level, it costs a master deceiver no extra power points per additional creature affected when augmenting the false sensory input power. He can affect only as many creatures as he has manifester levels, however.

Perfect False Sensory Input (Ex): Starting at 5th level, it costs a master deceiver no extra power points per additional creature affected when augmenting the false sensory input power, and he can affect all creatures within range.

belboz

2007-01-16, 07:21 PM

Master Synesthete

Through great mental discipline and physical practice, Master Synesthetes have learned to substitute one sense for another. This ability is similar to the Synesthete psionic power, but is far more wide-reaching and powerful. It allows them to function almost normally when deprived of critical senses such as sight or hearing, and occasionally allows them remarkable abilities based on synergies between the senses.

Eschewing Senses
The following special abilities, gained at each level, allow the Master Synesthete to "eschew" senses. This allows him to turn off a sense to gain immunities, and to use other senses to gain compensatory and often exceptional abilities.

All of these abilities are marked as requiring one or more other senses. For example, pinpointing the location of poisons (under Eschew Taste) is listed as requiring the senses of smell and touch. This means that, while either of those senses is "turned off" (as allowed by Eschew Smell and Eschew Touch, respectively, for particular immunities), the Master Synesthete cannot pinpoint the locations of poisons without turning them back on (and so losing the immunities). Turning senses off and on are immediate actions.

Eschew Taste (Ex):
At first level, a synesthete can reconstruct the tastes of objects by using his senses of smell and touch, and deliberately turn off his ability to taste normally. This grants him the following abilities:
Immunity from sickness or nausea caused by an ingested substance. This does not protect him from other effects of ingested poisons. It requires him to turn off his sense of taste
for as long as he is ingesting the substance, plus an additional full round.
The ability to "taste" normally, even when the sense is turned off, so long as the synesthete can smell
The ability to detect, as a standard action, any ingested or contact poisons, or any acids nearby, including whether nearby creatures are venemous or use acidic attacks. This ability requires the sense of touch.
As a full-round action, he can pinpoint the exact source of the poison or acid. This requires the senses of smell and touch, though it does not require touching the poison or acid.
A +4 bonus to heal checks to heal damage caused by poison. This ability requires the sense of smell and touch.
As a standard action, he can gain a rough idea of what something is made of ("metal", "bone", "stone", etc.) by feeling it. This requires the sense of touch. If he makes an appropriate knowledge check (DC 20) he can identify the exact material ("diamond", "adamantine", "human bone"), using his senses of touch and smell.Eschew Smell (Ex):
At second level, a synesthete can reconstruct the smells of objects using only her sense of touch, and can deliberately turn off her sense of smell. This grants her the following abilities:
Immunity from sickness or nausea caused by an inhaled substance. This does not protect her from other effects of inhaled poisons. It requires her to turn off her sense of smell for as long as the substance is present, plus an additional full round.
The ability to "smell" normally, even when normally unable to, so long as the sense of touch is active.
A +4 bonus to reflex saves vs. any effect that changes the composition of the air, including fire, electricity, acid, and cold, but generally excluding other energy types. This requires the sense of touch.
A +4 bonus to search checks to find, or survival checks to track, anything with a scent, including most living creatures. Tracking a creature or object this way requires extensive contact with the ground, allowing the character to move at only half normal movement rate. This requires the sense of touch.Eschew Sound (Ex):
At third level, a synesthete can reconstruct sounds using only his senses of touch and sight, and can deliberately turn off his sense of hearing. This grants him the following abilities:
Immunity from sonic damage and language-dependent effects. This requires that he turn off his sense of hearing. In order to block language-dependent effects that are already in progress (e.g., a suggestion as it is made), he must be aware that a language-dependent effect is being created (such as through a successful spellcraft check). His hearing must remain off for him to maintain immunity.
The ability to "hear" even silenced noises, or when deafened. He substitutes Spot checks for Listen checks in these cases. This requires the sense of touch.
Tremorsense out to 90'. This requires the sense of touch.
In cases where a Listen check is called for, he may make both Spot and Listen checks, and use whichever result is higher. This requires the sense of touch.
A +10 bonus to spot checks to read lips or to pronounce an unfamiliar language. This requires the sense of sight, of course.
He may ignore the auditory component of an illusion, treating all illusions as if they were silent images. This requires the sense of touch.Eschew Touch (Ex):
At fourth level, a synesthete can reconstruct physical sensations using her senses of sight and hearing, and can deliberately turn off her sense of touch. This grants her the following abilities:
Immunity from any effect caused by physical pain. This requires that she turn off her sense of touch (a free action) for as long as the pain source is in effect.
The ability to "feel" normally, even when she has turned off her sense of touch, as long as her sense of sight or her sense of hearing is active.
By using a standard action to listen carefully to the sounds made by her armor and deduce the best way to adjust it, she can reduce her armor check penalty by half (round down), and to regain half the dex bonus (if any) lost to the armor. This ability requires the sense of hearing for as long as she wants to maintain the reduction, which otherwise lasts until she changes armor, goes to sleep, or loses consciousness.
By inspecting surfaces and objects visually, she can gain knowledge normally only discoverable by touch, such as whether a surface is hot, cold, or electrified. This requires the sense of sight.
A +2 bonus to Climb, Balance, and Jump checks. This requires the sense of sight.
A +2 untyped bonus to dexterity. This requires the senses of both sight and hearing.Eschew Sight (Ex):

At fifth level, a synesthete can create a surprisingly accurate mental picture by relying on the senses of sound and touch. This grants him the following abilities:
Immunity from gaze attacks and any attack from which blindness would be a protection (such as dazzling lights). This requires that he turn off his sense of sight (a free action) and leave it off for the duration of the effect he is trying to avoid.
Blindsight out to 60'. This requires the senses of hearing and touch.
Blindsense out to 120'. This only requires the sense of touch.
In cases where a Spot check is called for, he may make both Spot and Listen checks, and use whichever result is higher. This requires the sense of hearing.
Continuous true seeing. This requires the sense of sound or touch.
The ability to "see", by using a full-round action, any colors or contrasts on an object he can feel thoroughly. This requires the sense of touch.
A +4 on Search checks to notice unusual stonework, earth, other modified natural features (such as hollow trees) or completely artificial architecture. This operates like a Dwarf's innate Stonecunning ability (with double bonus), but works in any environment. It requires the sense of hearing.
Suffers no effects of being flat-footed

Iituem

2007-01-16, 10:12 PM

The Scentwright
"Tastes like chicken!"

Legends abound of strange and esoteric characters who play with the senses of men, weaving them like threads to suit their own intents. There are tales of illusionists who trick the eyes, monks in high mountains who can shape sound like sculpted clay and distant yogi who see without eyes, hear without ears and feel without touch. Not usually included amongst these tales are the rather more subtle (though equally legendary) scentwrights. Individuals with techniques perfected in the arts of disguising and manipulating taste and smell, these fellows can be found in all walks of life, from the kitchens of the royal household to shady back alley apothecaries. Many would scoff at the tale of the scentwright who poisoned a dragon until they bite into their goose and realise that their delicious white wine sauce is corroding away their mouths. Scentwrights are as adept at assassination as they are perfumery and as adept at perfumery as they are at being chefs, equally demanded in kitchens, alchemist's guilds and the wilds.

Strengthen/Weaken Scent/Taste (Ex): The scentwright uses alchemical methods or specialised cooking techniques to modify the scent or taste of substances, causing certain scents and flavours to become more prominent and others to fade into the background. Scentwright techniques take ten minutes per lb of material to be altered to perform. If used in conjunction with a Profession (cook) or Profession (brewer) check, this ability grants a +4 competence bonus. The ability can also be used to provide an increase (or decrease) to the DC to identify a poison equal to the scentwright's class level (the caster of detect poison is additionally forced to make a Wisdom or Alchemy check against DC 20 to detect the poison at all).

Disguise Taste/Smell (Ex): The scentwright can completely disguise the scent or taste (or both) of a substance with another, provided he has a sample of that substance on hand (it is not consumed in the process). This process takes ten minutes per lb of substance and a successful Alchemy or Profession (cook) check against DC 25 (taking 1gp per attempt, or 20gp on a take 20 attempt). Add the amount by which he succeeds to the DC of an Identify Substance check an alchemist must perform to correctly identify the substance. If the identifying alchemist fails the check but gets a result higher than 25 he comes to the conclusion that the substance is in fact the false substance you have masked it with. The appearance of substances is not changed, although to any who taste or smell it, it seems to be the false substance. Creatures with the Scent feat/ability can take a Wisdom check against DC 15 to determine the true scent or taste.

Disguise Potion (Ex): The scentwright can disguise potions as he can the taste or smell of substances. This works exactly as the above ability and a sample of the potion used as the mask must be available (but is not consumed) for the ability to work. The appearance and texture of the potion are not changed but can be altered with another successful Alchemy check against DC 25 (costing 1gp per attempt or 20gp on a take 20 attempt) to change its appearance to match the false potion's.

Create Perfume (Ex): The scentwright can produce a perfume of any scent, provided he has a sample of the object producing the scent at hand. He must make an Alchemy check against DC 20 taking 1 hour and 1gp (or 20 hours and 20gp if he takes 20). If successful, he produces an ounce of perfume that perfectly replicates the scent. He can use this in place of the object for any of his abilities requiring a scent source (including creating additional perfume). Perfumes will not mask scent completely without special treatment (see Falsify Scent) but are sometimes considered highly desirable by certain sections of the populace, selling for 3-10gp per oz on the market.

Falsify Scent (Ex): The scentwright can completely mask the natural odours of a creature and replace them with the scent of a different type of creature. A scentwright can produce a lotion that masks the scent of a specific type of creature with natural scents for a certain type of environment. A lotion that masks a human in the woods, for example, will not mask a human in tundra or a halfling in the woods. Developing such a lotion takes 1 full day and the scentwright must have both a sample of the creature to mask (skin, fur, clothing into which the smell has soaked or even an individual of the species) and samples from the environment to mask it with (rocks, leaves, soil etc). He must make an Alchemy or Profession (cook) check against DC 25 to create the basic recipe for the lotion. After this he can create as much lotion as he wishes. Each application of lotion takes 10 minutes to brew and a successful Alchemy or Profession (cook) check against DC 20. It uses up 10gp in materials and has a market price of 30gp. This lotion grants a +10 circumstance bonus to the DC of a creature tracking the wearer with the Scent ability and is not as obvious as use of powerful masking scents such as red herring. Each application lasts for 24 hours.

The scentwright can also craft a lotion that masks the scent of a creature with the scent of another creature, causing those tracking them by scent to believe they are a different kind of creature entirely. Developing the lotion takes 1 full week and the scentwright must have samples of both creatures on hand (skin, fur, clothing or individuals). He must make an Alchemy or Profession (cook) check against DC 30 to create the basic recipe for the lotion. After this he can create as much lotion as he wishes. Each application of lotion takes 10 minutes to brew and a successful Alchemy or Profession (cook) check against DC 25. It uses up 15gp in materials and has a market price of 45gp. This lotion grants a circumstance bonus to the wilderness lore check of a creature tracking by Scent equal to the amount by which the scentwright succeeds his check to brew the application. If the creature fails its check by this amount or less it believes that the creatures it is tracking are of the false creature type instead. Each application lasts for 24 hours.

Indon

2007-01-17, 12:47 AM

Disciple of the Eyeless Way

Sight is an important sense, but one that some view as too easily fooled, a sense that distances more than brings closer to truth. Or at least, so believe the monks of the Eyeless Way.

The Eyeless Way is a philosophy that has forsaken normal sight in favor of a way of understanding the world that synthesizes all other senses, though primarily hearing, using the mind to create a truly composite image that surpasses mundane sight.

As a Disciple progresses along the Eyeless Way, they first learn to supplant their sight using their other senses, then gradually exceed the limitations of normal sight as their other senses are honed to almost supernatural levels. It is said that the greatest of the Eyeless masters have broken even their reliance upon other senses, obtaining a true sight that transcends their mortal bodies.

Most who assume the Eyeless Way are monks who have intentionally taken their own sight in order to follow the Way, though some few who have become naturally blinded find themselves drawn to the order rather than other means to restore their vision.

Upon assuming the Eyeless Way, a Disciple vows never to see in any fashion that is not in concordance with the Way. Any restoration of natural eyesight, or attainment of magical sight or divination power causes the Disciple to lose their exceptional vision abilities as their sight clouds the path of understanding provided by the Way. Returning to natural blindness restores these abilities. No Disciple capable of sight can progress any further in the Way.

Hit Die:D8.

Requirements:
Alignment: Any Lawful.
Skills: Listen 8 ranks.
Special: Must be permanently blinded, and have taken an oath to forsake attempts to obtain or restore sight through alternate methods.

Weapon and Armor Proficiency: Disciples of the Eyeless Way gain no proficiency with any weapon or armor.

Unsettling Sightlessness(Ex): At 2'nd level, it becomes clear to others that the Disciple sees in a way that transcends normal vision and pierces into the soul. The Disciple gains a +2 circumstance bonus to Intimidate and Sense Motive checks when engaged in face-to-face communication. At level 8, these bonuses increase to +4.

Sonic Harmony(Ex): At 7'th level, the Disciple has mastered sound such that she has become immune to sonic attacks.

Piercing Gaze(Su): At 9'th level, the Disciple gains the ability to see into and through solid matter in the range of her Blindsight. Piercing Gaze can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks this vision.

Transcendent Vision(Su): At 10'th level, the Disciple's ability to see without eyes becomes perfect. The Disciple's Blindsight and Blindsense are no longer dependent on any other senses, and the Disciple can use Blindsight to see color or details as if she were not blind.

Regarding Multiclassing: A Disciple of the Eyeless Way may freely multiclass with monk levels without hindering his monk progression.

The Demented One

2007-01-17, 01:26 AM

Transcendant Visionary

Disclaimer
The Demented One doesn’t endorse drug use. It’s probably illegal where you live, unless you’re Gezina, and it ain’t the best of ideas. Consult your local Book of Vile Darkness for more information on D&D rules for drugs; consult your local drug dealer for more information on real life drugs. But no, seriously, don’t.

Oracles? Seers? Diviners? You feel pretty bad for them, sitting in their silly robes and chanting, hoping their god or some cosmic force or magical fairies are going to show them the future. You know the truth–the future comes in little bottles and powders. Magics and psionics alone can’t show you the future–you have to partner them with narco-alchemy and psycho-chemistry. You’re a Transcendant Visionary, and you know what the world is. Your senses are keener than most humans, and few animals come close to what you can do. With a spellbook in one hand and a bag of drugs in the other, you’re going to touch the future.

Requirements
To qualify to become a Transcendant Visionary, you must fulfill all the following criteria.
Skills: Concentration 10 ranks, Craft (Drugmaking) 10 ranks, Psicraft or Spellcraft 10 ranks
Spells/Powers: Must be able to cast at least one 3rd level or higher spell of the divination school; or, must be able to manifest at least one 3rd level or higher power of the clairsentience discipline.
Special: Must have taken a drug and failed the save to avoid addiction.

Class Features
All the following are class features of the Transcendant Visionary prestige class.

Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.

Spellcasting/Manifesting
Whenever you gain a new Transcedant Visionary level except at 3rd level, you gain new spells or power points per day and spells or powers known as if you had also gained a level in a spellcasting or manifesting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Extend Senses (Ex)
At 1st level, whenever you take a drug, you may choose to expand one of your senses. If you extend your sense of sight, then you gain an enhancement bonus on Search and Spot checks equal to your class level, the low-light vision ability, and darkvision out to 60 ft. If you choose to extend your sense of hearing, you gain an enhancement bonus on Listen checks equal to your class level, and you gain blindsense out to 10 ft. If you chose to extend your sense of smell, then you gain the Scent ability (your sense of taste is also heightened when you extend your sense of smell, but this carries no mechanical benefits). If you choose to extend your sense of touch, then you gain an enhancement bonus on checks of any skill of your choice equal to your class level, as long as the chosen skill somehow uses your sense of touch–Climb and Sleight of Hand are good examples, Spellcraft and Use Magic Device aren’t. These benefits last as long as the primary benefit of the drug you consumed does. Even if you consume multiple drug, this does not let you extend more than one sense.

Ritual Purity (Ex)
Transcendant Visionaries aren’t just street junkies, they’re prophets. Strict ritual purity is required in the drugs they take, or they lose their keen insights. If you ingest, even unwillingly, a drug not made by either you or another Transcendant Visionary, then you use the benefits of your class features for as long as the drug’s effects last, and for 24 hours thereafter. In addition, your system is so unused to impure drugs, you must make a Fortitude save, DC 20, or be nauseated for 2d4 rounds.

Mind Over Matter (Ex)
It’s all in your head. At 2nd level, whenever you ingest a drug, you may make Will saves in place of the Fortitude saves the drug would normally call for.

Transcendant Sight (Sp or Ps)
At 3rd level, whenever you take a drug, you may use one of the following spells or powers as a spell or psi-like ability, with caster or manifester level equal to your own. If you do so, you can’t also extend one of your senses. The spells and powers you may use are: arcane sight, augury, clairaudience/clairavoyance, dangersense, deathwatch, detect chaos/evil/good/law, detect hostile intent, detect thoughts, know direction and location, object reading, precognition, sensitivity to psychic impressions, speak with animals, speak with plants, tongues, ubiquitous vision. You can’t use a given ability more than once in a day, and you can only use this ability a number of times per day equal to your class level.

Improved Extend Senses (Ex)
At 4th level, the benefits you gain from extending your senses increase. If you extend sight, you gain the benefits of the see invisibility spell. If you extend hearing, you gain blindsense out to 30, rather than 10, ft. If you choose smell, then your ability to pick up scents improves your instincts and reflexes, giving you a +2 insight bonus on Initiative checks and Reflex saves. If you extend touch, then you may choose up to three skills to apply a bonus to.

Transcendant Revelation (Sp or Ps)
At 5th level, the secrets of the universe are open to you–you have but to take them. Once per day, by overdosing on a drug–and it has to be one with overdose-related risks–you may use either vision or hypercognition as a spell or psi-like ability, with caster or manifester level equal to your own.

Gralamin

2007-01-17, 01:27 AM

Cognizance Ascendant

The Senses are the key to the truth. Through touch, taste, smell, sound, and sight one can learn the truth of what is around them. This is the Philosophy of the Cognizance Ascendants, Clerics that attempt to understand the world from what their gods gave them.
Hit Die: d6.

Weapon and Armor Proficiency: A Cognizance Ascendant gains no proficiency with any weapons or armor.

Spells per Day: When a new Cognizance Ascendant level is gained after the first, the character gains new spells per day as if he had also gained a level in any one divine spellcasting class before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.

Return Sense (Ex): Starting at first level, and every level thereafter, you choose one of the five senses. You may return that sense to any creature that is alive and once has that sense. This in effect gives them back the sense for 2 + The levels in this class rounds. This may be used once per day for each sense.

Sense Mastery (Su): Choose a Sense that you can restore. Once per day you may use the ability listed below correlating to your chosen sense.

[b]Hearing – Your Hearing sharpens, giving you a +4 on all Listen checks for the next two hours. You also take an additional 1d6 damage from sonic damage.
Sight – You may ignore a single creatures cover for one Encounter.
Smell – You gain Scent. This is constantly in effect.
Taste – Every potion you drink is treated as though it had Extend Spell applied.
Touch – You gain Uncanny Dodge

Let Your Senses Guide You (Ex): You are allowed a save (or an additional save) on any spell that effects one or more of your senses.

True Sense(Su): Choose one sense you have Sense Mastery with. You gain the following ability:

Hearing – Your Hearing sharpens further, granting you Blindsight
Sight – You gain the ability to cast True Sight 1/day
Smell – All Scent Ranges Double
Taste – You are immune to any Ingested Poisons, and all potions you drink are Maximized.
Touch – 1/day, You may Reroll any Fortitude save or attack roll, and use the better of the two.

InaVegt

2007-01-17, 08:28 AM

The unsensable

While hiding is an ability every rogue has, some people take this practice to the extreme. So do the spies of the hidden acadamy. With rigorous training the students of the hidden academy learn to hide better than anyone else, they learn to obscure their smell. All this from teachers they never see, nor smell, nor hear. The only thing they ever notice about their teachers is the wisdom they gain from them, injected right into their minds. After learning the basics they are send into the world to practice. Most students just spend their time sneaking up on people or being an adventurers parties' scout. Some however join up with countries as spies and work for them. In the end, the few gifted people who finish their training almost all become spies, those few who don't become instructors of the hidden acadamy.

Hit die: d3

Requirements
Skills: Hide 12 ranks, move silently 12 ranks
Feats: Stealthy, Skill focus (Hide), Skill focus (move silently)
Special 1: You cannot have any ability that would be supressed in an antimagic field.
Special 2: Must have been invited into the acadamy by a teacher of the acadamy.

Unsmellable (Ex)
You no longer have any scent, any abilities depending on your scent don't work (including, bu possibly not limited to the scent ability), this ability does not prohibit you smelling others.

Fooling the senses (Ex)
You gain twice your Unsensable class level as a bonus to both hide and move silently.

Protection against scrying (Ex)
From second level on divination spells with the scrying descriptor no longer notice you, if you would appear on any of them it shows things like you just weren't there, not even a shadow hints at you being there.

Hide in plain sight (Ex)
From third level on you no longer require anything to hide behind to hide.

Protection from magical detection (Ex)
From fourth level on no information about you can be gained through magical means which couldn't also be gained through nonmagical means at the same ease.

Telepathy (Su)
From sixth level on you can communicate telepathically with everyone who speaks a language you speak as well, this starts at 30 feet range at sixth level and increares by 30 foot every two levels after. This ability is so potent it is not suppressed in an antimagic field.

Unhearable (Ex)
From seventh level on you no longer emit any sound, this means it is impossible to hear you through listen checks but it also means you can no longer speak normally.

Improved trackless step (Ex)
From ninth level on you can blend into crowds so easily nobody notices you unless they specifically look for you, this prevents anyone from using gather information checks to track you down.

Invisible (Su)
From tenth level on you are invisible, nobody can see you and as such you have total concealment towards everyone. True seeing shows you as though you were visible, this is an exception to the protection from magical detection ability. This ability is so potent it is not suppressed in an antimagic field.

Adaptation
This class is made to easily be fit into any campaign setting on purpose, you just have to place the hidden acadamy into your campaign and perheps change the name to fit the flavour of your campaign.

Senseless Killer
Many a warrior has been rendered helpless by the hampering of a vital sense in battle. Darkness, silence, even (for some creatures) the inability to scent enemies, can spell death for the average combatant. A cunning fighter hones his ability to combat enemies using more than one sense.

The senseless killers take this ideal one step further. One by one, they give up their senses in combat, honing those remaining -- only to learn to do without them as well. Not quite an order, they are a loose association, existing in many places for the mutual help and training of those who wish to fight as they do. The name is merely black humour... for the most part.

Many senseless killers are monks, as the senseless killer's skills mesh well with the monk's drive for perfection. An equal number are fighters, although they are perhaps less likely to pursue the class to its conclusion. Rangers are often too tied to their senses to follow this path, while wizards, sorcerers, druids and clerics gain little. Rogues may find that the class covers a weakness -- the inability to sneak attack concealed enemies -- but at the cost of their strengths.

Hit Die
d8

Requirements
Base Attack Bonus
+6.
Feats
Blind-Fight.
Special
Must be possessed of the five senses of sight, hearing, touch, taste and smell. Must receive training from another senseless killer to gain each level of the class.

[b]Class Features
Fight without sight: Whenever a senseless killer is blinded, he gains blindsense 30ft.

A senseless killer need not be permanently blind to benefit from this ability, although the most dedicated members of the class do put out their eyes. Others merely use a good-quality blindfold; comfortable and effective ones are available wherever senseless killers gather for 2gp.

This blindsense relies on hearing.

Fight without sound (Ex): Whenever a senseless killer of 2nd level is deafened as well as blind, he gains blindsight 20ft. With this ability, a senseless killer does not take penalties on Initiative checks or risk spell failure due to deafness.

The senseless killers peddle top-notch, durable earplug wax to each other, 3gp for enough wax to make a pair that will last indefinitely. Alternatively, some senseless killers permanently deafen themselves.

This blindsight relies on feeling vibrations.

Blind sneak attack (Ex): At 2nd level, a senseless killer gains the ability to sneak attack creatures with concealment for +1d6 additional damage. At 4th level, the extra damage increases to +2d6. The sneak attack has a 25% chance of missing a vulnerable point and failing to deal additional damage, regardless of the senseless killer's normal miss chance on attacks against concealed creatures. This ability otherwise functions as the rogue's sneak attack ability.

Fight without touch (Ex): Whenever a senseless killer of 3rd level is denied his sense of touch, as well as being blind and deaf, he gains the scent special ability. He also gains the ability to touch creatures that cannot be touched -- that is, incorporeal creatures. Locating such a creature is problematic, since they have no scent, but if they come into contact with the senseless killer, he may make a Wisdom check (DC 15) to sense the creature and make an attack of opportunity against it.

Certain drugs completely deaden the sense of touch to suit this ability. A dose that lasts eight hours can be obtained for 8gp. Taking five doses together will permanently kill a creature's sense of touch. Senseless killers generally choose to fail the save (DC 10) against this drug, which is distinctly bitter and must be ingested. (They may lower any resistance or immunity to poison gained from other class features.)

Fight without scent (Su): Whenever a senseless killer of 4th level or higher is denied his senses of taste and smell, as well as all previously listed senses, he gains the supernatural ability to detect all creatures within 60 ft. and to pinpoint creatures within 30ft. This ability functions regardless of incorporeality, but solid obstacles (1 ft. of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft. of wood or dirt) provide concealment as normal.

This is a supernatural ability, and does not normally function within an antimagic field. A senseless killer outside an antimagic field perceives the field as a blank area. A senseless killer within an antimagic field may make a Concentration check (DC 20) each round to maintain the effect and perceive creatures in or out of the antimagic field.

Senseless killers sell a variant of the drug for deadening touch, to kill taste and scent as well. The price is 10gp per dose. Senseless killers have also invented a complicated form of communication through dance, to communicate with other senseless killers who have reached this degree of proficiency.

Sense without senses (Su): A senseless killer of 5th level has a much more refined ability to detect his surroundings. As well as locating creatures, he can now sense their exact motions, appearances, sounds, scents, and so on. He may treat all ranks in Spot and Listen as if they were ranks in a Sense skill. Make a Sense check as an opposed roll to any use of Disguise, Move Silently, or Hide (but remember that only some barriers now provide concealment against a senseless killer).

[b]Feat

Sightless precision
Prerequisites: Blind sneak attack +1d6, sneak attack +2d6
Benefit: When making a blind sneak attack, you may deal an additional +2d6 damage granted by your normal sneak attack ability.
Special: You may take this feat more than once. Each time you take it, the additional damage granted by this feat increases by +2d6, up to a maximum of your normal sneak attack amount. Thus, a character with blind sneak attack +2d6 and sneak attack +6d6 could take this feat three times and deal +8d6 on a successful blind sneak attack.

Duke of URL

2007-02-01, 02:06 PM

Sensory Tracker

Originally a result of a specialized school of hunters and trackers who trained their sensory perception to legendary levels, Sensory Trackers have found that their heightened awareness of the world around them can be used in other pursuits, although most Sensory Trackers can be found following their traditional callings.

Hit Die
d8

Requirements

To qualify to become a sensory tracker, a character must fulfill all the following criteria.

Improved Sense (ex or su): At each class level, the Sensory Tracker may choose one of the following sensory improvements. Each improvement may only be chosen once, regardless of how many class levels the Sensory Tracker gains. Where multiple senses are improved and can each contribute to a given situation, benefits from all applicable senses stack.

Improved Awareness (su): You have a superior set of instincts and awareness of the world around you. You gain a circumstance bonus equal to your class level to any skill requiring reflexive or instinctual actions, including but not limited to:
Handle Animal
Ride
Survival (for non-tracking purposes only)
TumbleYou also gain a 10% chance per class level to ignore the effects of any spell or condition that would hinder a sense (other than this one) that has been improved by Improved Sense. Each sense must be checked each time it is used while under such effects.

Improved Hearing (ex): Your ears can pick up the faintest sounds, including vocal inflections. You gain a circumstance bonus equal to your class level to any skill requiring the use of hearing, including but not limited to:
Listen
Sense Motive
Survival (for tracking purposes only), assuming that target can make noise and is not too distant, defined by DM's discretion; if target is too distant, then the Sensory Tracker will be told that no sounds can be heardImproved Scent and Taste (ex): No odor or taste is too difficult for you to place. You gain a circumstance bonus equal to your class level to any skill requiring the use of scent or taste, including but not limited to:
Craft (Alchemy)
Spellcraft, to identify potions
Survival (for tracking purposes only), assuming that target has an odorImproved Touch (ex): Not even the slightest variation in material can escape notice by your fingers. You gain a circumstance bonus equal to your class level to any skill requiring the use of touch, including but not limited to:
Disable Device
Open Lock
Slieght Of Hand
Use RopeImproved Vision (ex): Your eyesight sharpens to pick up on clues that others would miss. You gain a circumstance bonus equal to your class level to any skill requiring the use of sight, including but not limited to:
Search
Spot
Survival (for tracking purposes only), assuming that any tracks could be left (target was not flying, for example)Sample Character

"If they can be found, you're looking at the gal who can find 'em," says the plain, scruffy-looking halfling. "There ain't a single creature I can't track down if there's even a hint o' a trail to follow. Not too many places they can hide, neither; I can get me into just about anywhere. Dead or alive? I can do whichever -- dead 'uns don't complain much, but live 'uns make less of a mess on me clothes."

Wizard_Tom

2007-02-08, 05:02 PM

Disciple of the Nightmare

The quiet peace of the small countryside town was shattered late one evening as a man came running down the path babbling about monsters back on the path. The men of the town mounted a crude defense in hopes of stopping the incoming monsters. Almost an hour after the spooked man, came running into town, a single figure walked into town. He was an older man wrapped in a ragged cloak, with large bags under his eyes.
When questioned about monsters, the old traveler simply replied, “I have seen no such frights.” Many people felt unsettled by the man, but one kind farmer offered to put the man up for the night. The traveler thanked him and stayed the night with the farmer.
The next morning, several people were found dead in their beds, but showing no-sign of wounds. A few complained of being troubled by nightmares. Determined that it was the stranger from the night before, four men went to run him out of town. They did not return for several hours. When more people went to investigate, they found all but one man slain. When they questioned the man he could only babble about hideous smells, invisible hands, deafening lulls, and monsters.
The mysterious traveler was gone, along with anything of monetary value from the house of the farmer he had stayed with.

A Disciple of the Nightmare was once a soul tormented by relentless nightmares. Now he is the nightmare that once tormented him. Through magical study and questionable morals he overcame his fear, though it may have cost him his soul. His mastery of his fear has taught him how powerful a weapon fear can be. He now bends those powers to his will with his mastery of illusions, sharing his torment with all those around him.
Wizards and sorcerers that have been tortured by fear are the most likely to become a Disciple of the Nightmare. Bards also make good candidates.

Requirements
Skills: Intimidate 4 ranks, Knowledge (the planes) 4 ranks, Sense Motive 4 ranks, Spellcraft 8 ranks.
Feats: Spell Focus (illusion)
Spells: Must be able to cast three spells of the illusion school, one of which must be Major Image.
Alignment: Any non-good.
Special: Must have had sleep interrupted by repeated traumatic nightmares for a month or longer.

Weapon and Armor Proficiency: Disciples of the Nightmare receive no additional weapon or armor proficiencies.

Spellcasting: At every level the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Disciple of the Nightmare, he must decide to which class he adds the new level for purposes of determining spells per day.

Twisted Illusions (Su): The continual torment of his nightmares has caused the Disciple’s illusion spells to be tainted by his nightmarish outlook. Upon taking the first level in Disciple and forever after, any illusion spell cast by the Disciple is subtly creepy. Anyone who experiences (sees, hears, tastes, touches, or smells) one the caster’s illusions must make a will save (DC 10 + Disciple level + Charisma modifier) or be shaken until 1 round after they no longer experience the illusion. This save is rolled before any other saves for the illusion are rolled, including rolls to disbelieve. This is a mind-affecting fear effect.

Detect Fear (Su): The Disciple of the Nightmare can see other people’s fears much like normal people see color. The Disciple must spend a round concentrating on a single target within line of sight and make a Sense Motive check, DC 10. The target may make a will save (DC equal to 10 + the Disciple’s wisdom modifier + 2 for every the 5 points the Disciple’s Sense Motive check exceeded 10). If the target fails his saving throw, the Disciple learns what the character fears most. The Disciple gains a +2 circumstance bonus to intimidate checks and the DC to resist his twisted illusions is increased by 1. Those who fail their save notice nothing. Those that pass it feel an odd creepy feeling, but cannot identify its source, and cannot be the target of Detect Fear again for 24 hours. This is a mind-affecting fear effect.

Nightmare Aura (Su): The Disciple of the Nightmare exudes an aura that fools the senses of those he knows the fears of into manifesting their worst fears to them. These auras extend 50 feet from the Disciple and will pass through any obstructions, magical or mundane. A Disciple may only have one aura up at a time and may switch or suppress them as a free action only on his turn. Anyone who the Disciple has used Detect Fear on within the last 24 hours that enters the aura must make a will save (DC 10 + Disciple level + Charisma modifier) or suffer the effects of the aura. If they pass the will save, it also breaks Disciple’s hold on them and he loses all benefits that Detect Fear grants him until he uses that ability on the subject again. These auras are mind-affecting fear effects.

Nightmarish Taste: At level 2, the Disciple obtains an aura that fools the subjects’ taste and smell. Those affected suffer from the worst smells and tastes imaginable to them. Each round they are within the aura, they must make a fortitude save (DC 10) or be sickened for that round. Every round, the save DC increases by one. If a subject spends 3 rounds in a row sickened, he becomes nauseated until he leaves the aura.

Nightmarish Sound: At level 4, the Disciple learns the aura that fools the sense of hearing. Those affected hear eerie calls and sounds that slowly increase in volume. Each round they are within the aura, they must make a will save (DC 10) or be fascinated for that round. Every round, the save DC increases by one. If a subject spends 3 rounds in a row fascinated, he becomes deaf until he is no longer in the aura.

Nightmarish Touch: At level 6, the Disciple learns the aura that fools the sense of touch. Those affected feel as if invisible hands are holding them in place. Each round they are within the aura, they must make a reflex save (DC 10) or be entangled for that round. Every round, the save DC increases by one. If a subject spends 3 rounds in a row entangled, he becomes paralyzed until he is no longer in the aura.

Nightmarish Sight: At level 8, the Disciple may fool the sight of his victims. Those affected see frightening creatures and sights everywhere around them and is left with three options: fight, flee, or freeze. Each round roll a d6. On a 1 or 2, the victim attacks the nearest creature to the best of his ability. On a 3 or 4, the victim is frightened for the round. On a 5 or 6, the victim cowers for the round.

Brethren of Fear (Su): For so long has the Disciple dealt with his own nightmares, he no longer fears anything. Upon reaching level 3, the Disciple is immune to fear-based affects. Most people feel unsettled around the Disciple. He gains a bonus to his Intimidate skill equal to ½ his class level, and an equal penalty to all diplomacy checks.

Fearsense (Su): At level 5, the Disciple learns to sense fear. He gains blindsense out to 100 feet, but only can only detect creatures who are under the effects of Detect Fear, are shaken, are frightened, are panicked, or are cowering.

Mass Detect Fear (Su): At level 7, the Disciple can use his Detect Fear ability to affect all creatures within 30 feet of himself. He makes one Sense Motive check to set the DC for all creatures within range.

Slumber of Nightmares (Su): Any creature that falls asleep within 24 hours of seeing the Disciple has a 30% chance of suffering from the spell Nightmare. The DC to resist the Nightmare affect is 10 + ½ the Disciple’s level + the Disciple’s Charisma modifier, and ignores the spell’s other will save modifiers. This is a mind-affecting fear affect.

Greater Nightmare Aura (Su): Upon reaching 10 levels in Disciple of the Nightmare, the Nightmare Aura’s are all replaced with a single aura. This aura works exactly like the normal auras, except each creature that succumbs to the aura suffers as if under a nightmarish aura of the Disciple’s choice. The Disciple may choose to suppress his aura, or change the aura any of his victims are under as a free action on his turn.